每日AI论文

每日AI论文

By Jingwen Liang, Gengyu WangScienceTechnology
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每日AI论文 episodes

  • Learning Native Reflection in Unified Models with Interleaved Reinforcement Learning

    🤗 Upvotes: 22 | cs.CV, cs.AI

    作者:

    Yijia Fan, Ziqi Huang, Zhongang Cai, Yan Li, Zimo Wen, Wanqi Yin, Haiwen Diao, Ziwei Liu

    标题:

    Learning Native Reflection in Unified Models with Interleaved Reinforcement Learning

    Arxiv:

    http://arxiv.org/abs/2609.35767v1

    摘要:

    Unified multimodal models can both look at and render images, so in principle they can repair their own generations: diagnose what an image gets wrong, revise it, observe the result, and diagnose again. Whether a revision helps is known only after it is rendered, so the reflection text and the image generation must be learned jointly, over the whole loop. Supervised fine-tuning (SFT) on reflection trajectories gives a cold start but does not find the high-success repair paths, and naive RL that optimizes only the renderer or only one head leaves most of the gain untapped. We introduce UMM-Reflection, which applies reinforcement learning (RL) to complete reflection trajectories inside one unified model: sibling trajectories share one initial image, so the group-relative advantage compares reflection strategies, and one trajectory-level advantage updates both the reflection tokens and the flow-based revisions, avoiding the combinatorial blow-up of per-round credit assignment. Unlike single-round editing or pipelines with an external critic, credit flows across rounds and to both roles of the same model, and no verifier is needed at inference. On BAGEL, UMM-Reflection improves GenEval by 12.05 points over SFT, and the gains transfer to WISE (+10.97), OneIG-Bench (+3.48), and T2I-CompBench++ (+4.63), none of which is used in training.

    14 min
  • Training Object Permanence in World Models

    🤗 Upvotes: 56 | cs.AI, cs.CV

    作者:

    Haotian Zhang, Fengyuan Yu, Dezhi Luo, Haoran Sun, Zehong Zhao, Qingying Gao, Yihan Li, Siyuan An, Huayi Qin, Yilan Zhang, Zhengze Jiang, Pinyuan Feng, Renrui Zhang, Ziyu Guo, Letian Wang, Mengyue Yang, Kangfu Mei, Maijunxian Wang, Ran Ji, Vikash Kumar, Freda Shi, Chandra Sripada, Vincent C. Muller, Philip Torr, Alan Yuille, Nikolaus Kriegeskorte, Felix Juefei-Xu, Lvmin Zhang, Jieneng Chen, Yilun Du, Hokin Deng

    标题:

    Training Object Permanence in World Models

    Arxiv:

    http://arxiv.org/abs/2609.28654v1

    摘要:

    Object permanence and solidity are hallmarks of human cognitive priors. Recent studies show that video generation models, a paradigmatic class of current world models, have begun to show emerged reasoning abilities, making them ideal candidates for building human-like physical intelligence. Do video models have emerged object permanence in them? If not, could we train them with a core-cognition inspired dataset? We introduce WROP (World Reasoning with Object Permanence), a data infrastructure of 150 hand-designed cognitive science inspired tasks, divided into six cognitive categories. We build Blender generators that randomize speed, lighting, camera angle, and other nuisance parameters while preserving each task's cognitive structure, yielding 10,000+ samples per task. We release a 1.5M-sample training corpus and a 300-question exam. On this exam we evaluate 14 video models: 3 reference-to-video, 7 edit, and 4 continuation, among which PWM-WROP, our 16B world model. In a blind pairwise Elo study, PWM-WROP ranks first among continuation models and third overall, behind only a statistical tie between two reference-to-video models. We release the data, exam, model answers, scores, weights, and PWM, our native-PyTorch training stack on AWS Trainium2.

    17 min
  • HappyWorld-Bench

    🤗 Upvotes: 32 | cs.CV

    作者:

    Zhiqi Bai, Junai Cai, Yixin Chen, Jingrun Du, Tao Feng, Wei Gong, Siyuan Huang, Xiao Lin, Jiaheng Liu, Jun Luo, Yongzhe Lyu, Liya Ma, Zenan Meng, Lin Qu, Wenbo Su, Jiaming Wang, Qinghe Wang, Shaofei Wang, Yanghai Wang, Zequn Wang, Ziming Wang, Hu Wei, Jiangtao Wu, Ruiqi Wu, Jiaxin Xie, Yuchi Xu, Ze Xu, Chengting Yu, Liangyu Yuan, Gang Zeng, Yawen Zeng, Xingyao Zhang, Zizheng Zhang, Bo Zheng, Jiancheng Zhu, Song-Chun Zhu

    标题:

    HappyWorld-Bench

    Arxiv:

    http://arxiv.org/abs/2609.24308v1

    摘要:

    Evaluating world models requires assessing both the quality of the worlds they generate and their consistency and responsiveness under exploration, interaction, and modification. We introduce HappyWorld-Bench, a comprehensive benchmark that evaluates whether generated worlds remain reliable as agents interact with them. Our design is built on a hierarchical capability framework of six world capabilities (W1-W6), from generative construction to unified world modeling, instantiated across three independent evaluation tracks: video world models, spatial world models, and embodied world models. HappyWorld-Bench comprises 1,138 video prompts, 300 spatial scenes, and 254 embodied test cases. Across all three tracks, we build and operate HappyWorld-Arena to organize human A/B comparisons and derive model-level Elo ratings, which complement newly designed automated metrics that capture behavioral correctness. We evaluate 14 video world models, 9 spatial systems, and 8 embodied candidates under this unified framework. Results reveal remaining reliability gaps across all three tracks: video models exhibit reduced consistency during extended rollouts and revisits, spatial models achieve at best 70.14% placement accuracy and 73.33% edit execution, and embodied models struggle to preserve state across multi-step actions and respond precisely to altered action conditions and physical rules. These findings highlight the need to evaluate world models not only by visual quality, but also by state consistency and the correctness of their responses to actions and interventions.

    15 min
  • The Past Frames the Future: Memory for Autoregressive Video Generation

    🤗 Upvotes: 31 | cs.CV

    作者:

    Harold Haodong Chen, Rongjin Guo, Disen Lan, Wen-Jie Shu, Hongfei Zhang, Hanzhe Hu, Shengtao Yao, Zixin Zhang, Guibin Zhang, Zhefan Rao, Jinxiu Liu, Yexin Liu, Rui Peng, Yuhao Liu, Bin Ren, Shuai Yang, Yukang Chen, Salman Khan, Ying-Cong Chen, Ser-Nam Lim, Rynson W.H. Lau, Nicu Sebe, Yu Cheng, Ming-Hsuan Yang, Qifeng Chen

    标题:

    The Past Frames the Future: Memory for Autoregressive Video Generation

    Arxiv:

    http://arxiv.org/abs/2609.28466v1

    摘要:

    Advances in generative models have improved video fidelity, enabling long-horizon generation, interactive world modeling, and evolving visual environments. Autoregressive (AR) video generation extends visual sequences through causal rollouts. However, a fundamental bottleneck emerges: as the generated sequence expands, practical models must operate under strictly bounded context windows, storage, and computational limits. Consequently, critical historical information, e.g., entity identities, dynamic states, and intervention-induced causal changes, often leaves the active context long before its relevance diminishes. Overcoming this limitation and maintaining temporal persistence constitutes a fundamental memory problem. We present a systematic and comprehensive review of memory mechanisms in AR video generation. We formulate memory operationally as persistent historical information maintained across outer AR steps, capable of influencing future generation even after the originating evidence is no longer locally accessible. Building upon this unified framework, we organize the literature through five complementary perspectives: (I) Forms, the representational carriers of history; (II) Functions, the specific semantic and physical information requiring preservation; (III) Operations, the lifecycle of writing, reading, updating, managing, and integrating memory; (IV) Learning, the optimization of memory behaviors under closed-loop rollouts; and (V) Evaluation, the paradigms for diagnosing genuine memory capabilities. We conclude by synthesizing open challenges, including composable and resource-aware memory architectures, trustworthy state updating, self-rollout learning, and standardized evaluation. By bridging representations, mechanisms, and learning paradigms, this paper establishes a structured foundation for developing reliable, memory-conditioned video generation systems.

    16 min
  • RULER: Instance-aware Rubric Rewards for SVG Generation

    🤗 Upvotes: 45 | cs.CV

    作者:

    Hangyu Ran, Yuhao Zheng, Yingying Zhang, Kevin Qinghong Lin, Han Peng

    标题:

    RULER: Instance-aware Rubric Rewards for SVG Generation

    Arxiv:

    http://arxiv.org/abs/2609.25270v1

    摘要:

    Generating Scalable Vector Graphics (SVG) code from natural-language instructions is an open-ended task without absolute visual ground truth, leaving both evaluation and policy optimization without a faithful signal. Scalar metrics (CLIP, Aesthetic) calibrated on natural images transfer poorly to stylized vector content, and reusing them as RL rewards triggers reward hacking. We address both limitations with rubric-based scoring. We first establish empirically that prompting a vision-language judge with a multi-axis rubric correlates with human judgments far better than scalar metrics, both across samples and within instructions. Building on this finding, we introduce RULER (Instance-aware Rubric Rewards for Reinforcement Learning), which converts each instruction into an instance-aware rubric of six items spanning semantic, visual, and stylistic axes; a judge VLM scores rendered rollouts item-by-item, and the weighted satisfactions form a fine-grained reward optimized via Group Relative Policy Optimization. Because the rubric is derived from text alone, RULER requires neither paired SVG ground truth nor human preference labels. On MMSVG-Illustration and MMSVG-Icon, RULER lifts the rubric score from 0.432/0.395 to 0.693/0.683, surpassing dedicated SVG specialists and matching the substantially larger DeepSeek-V3, with ablations identifying rubric design as the active lever for RL on open-ended SVG generation. The project page is available at https://hangyuran.github.io/RULER/.

    14 min
  • GAE: Learning a Geometry-Native Latent Space for 3D-Consistent World Generation

    🤗 Upvotes: 27 | cs.CV

    作者:

    Jiahao Lu, Minghao Yin, Wenbo Hu, Hengyu Liu, Wang Zhao, Sai-Kit Yeung, Ying Shan, Yuan Liu

    标题:

    GAE: Learning a Geometry-Native Latent Space for 3D-Consistent World Generation

    Arxiv:

    http://arxiv.org/abs/2609.24981v1

    摘要:

    We present a compact geometry-native latent space as a shared foundation for perception and generation. Visual generators can produce photorealistic frames without preserving a consistent 3D scene. We argue that this is not only a modeling problem but also a representation problem: generators typically evolve appearance-centric latents, while perception models recover geometry in a semantically rich space that encodes cross-view structure. Rather than adding geometry as another output, we reparameterize a geometry foundation model's features into a compact latent space for generation. We realize this shift with the geometry-native autoencoder (GAE), whose latent is jointly decodable to appearance, depth, cameras, and point maps. With this state, a standard conditional flow supports diverse generation tasks. In controlled comparisons that hold the generator and training protocol fixed, replacing the latent with GAE improves both visual quality and independently measured 3D coherence: FVD falls by $12.7\%$ and $23.1\%$ on RealEstate10K and DL3DV, and camera-trajectory error is halved on RealEstate10K. Together, these results show that the latent space is central to geometry-consistent generation and can serve as a shared interface between perception and generation.

    17 min
  • All-in-One Multilingual Scene Text Recognition with Script-aware Mixture-of-Experts

    🤗 Upvotes: 23 | cs.CV

    作者:

    Xingsong Ye, Yongkun Du, Jiaxin Zhang, Zhixian Li, Chong Sun, Chen Li, Jing Lyu, Lianwen Jin, Zhineng Chen

    标题:

    All-in-One Multilingual Scene Text Recognition with Script-aware Mixture-of-Experts

    Arxiv:

    http://arxiv.org/abs/2609.24058v1

    摘要:

    Multilingual scene text recognition (STR) remains challenging due to the scarcity of training data for most languages and the difficulty of serving diverse scripts within a single model. Existing solutions either deploy one recognizer per language, inflating cost and introducing error accumulation, or rely on massive vision-language models (VLMs) that are expensive and still inaccurate on many scripts. In this work, we pursue an all-in-one multilingual recognizer that is simpler than per-language experts, lighter than VLMs, and more accurate than both. First, we construct TextMuSS-10M, a large-scale synthetic scene text dataset spanning 10 scripts and 229 languages. It provides balanced and sufficient supervision where real data is unavailable. Second, we propose ScriptMoE, a script-aware Mixture-of-Experts (MoE) architecture. It shares a single visual encoder and replaces the dense decoder with a sparse MoE block, which consists of an image-level router dispatches each image to the top-2 script-aligned experts and a shared expert absorbs cross-script knowledge. Extensive experiments on our assembled TextMuSS-Bench (10 scripts, 10,899 images) show that ScriptMoE achieves the highest accuracy of 82.06%, outperforming the strongest STR baseline by 1.31%. On the CC-OCR end-to-end multilingual task, replacing only the recognizer in PP-OCRv5 with ScriptMoE lifts F1 score from 65.71% to 80.89%, slightly surpassing the best VLM (80.73%) at a fraction of the parameter count.

    17 min
  • RRSI: Regularized Recursive Self-Improvement of Agent Harnesses

    🤗 Upvotes: 62 | cs.LG, cs.AI, cs.CL

    作者:

    Peng Xia, Rujun Han, Zifeng Wang, Yanfei Chen, Yufan Zhang, Yoonho Lee, Chengsong Huang, Han Yu, Zhongying CuiZhu, Yifei Ming, Huaxiu Yao, Burak Gokturk, Tomas Pfister, Chen-Yu Lee

    标题:

    RRSI: Regularized Recursive Self-Improvement of Agent Harnesses

    Arxiv:

    http://arxiv.org/abs/2609.24972v1

    摘要:

    An LLM agent's capability is largely magnified by its harness, namely the prompts, control flow, tooling, memory, and context management surrounding the frozen backbone model. Recent methods increasingly automate this process by iteratively proposing and selecting component-wise edits of an agent harness, practically establishing a form of recursive self-improvement (RSI) at the agent-system level. However, such recursive evolution may overfit by memorizing the training tasks, showing large in-distribution gains that shrink or even vanish on out-of-distribution benchmarks. We introduce Regularized Recursive Self-Improvement of Agent Harnesses (RRSI), which incorporates the principles of regularizations into harness self-improvement by constraining the evolution candidate proposal and selection. The proposer operates with a temporally annealed budget, limiting how many edits a candidate can bundle, and it encourages unexplored trajectories based on evolution history. The selector is equipped with a critic and a pruner: the critic screens benchmark-specific proposals, while the pruner, removes changes that are too small, too expensive, or no longer useful. Together these constraints favor reusable agent mechanisms over benchmark-specific ones or even noises. Across eight benchmarks spanning coding, agentic workspace and engineering design tasks, RRSI gains up to 14.1 points on the split it evolves against and up to 4.7 points on the five out-of-distribution benchmarks, while producing a harness that runs on 30% fewer policy tokens than the unregularized evolution. Code is available at https://github.com/google-research/rrsi and project page is https://regularized-rsi.com/.

    13 min
  • WorldCrafter: Consistent Video World Model with Implicit 3D-aware Memory

    🤗 Upvotes: 38 | cs.CV, cs.AI, cs.GR

    作者:

    Wangbo Yu, Kunhao Liu, Wenbo Hu, Shenghai Yuan, Chaoran Feng, Haiyang Zhou, Yukun Huang, Yiran Wang, Wang Zhao, Yingmin Luo, Ying Shan

    标题:

    WorldCrafter: Consistent Video World Model with Implicit 3D-aware Memory

    Arxiv:

    http://arxiv.org/abs/2609.24984v1

    摘要:

    Video world models enable interactive exploration of dynamic environments, yet struggle to respect prior observations over long horizons and across viewpoints. We present WorldCrafter, a video world model that learns a camera-queryable implicit 3D-aware memory for this purpose. The key insight is to let the requested viewpoint shape how multi-view evidence is compressed into the video generator's limited token budget. Trained jointly with the video generator, a memory encoder and pose-conditioned readout module integrate historical observations into a fixed set of target view-specific tokens before denoising, without explicit depth-based correspondences. By combining this memory with recent temporal context and few-step distillation, WorldCrafter enables streaming scene exploration from a single input image or text prompt. Experiments across static and dynamic scenes show substantial gains in long-horizon consistency and camera-control accuracy while preserving visual quality during minute-scale exploration.

    14 min
  • GameHorizon Suite: Multi-Horizon Data and Evaluation in Gameplay

    🤗 Upvotes: 29 | cs.CV, cs.AI

    作者:

    Yiran Wang, Xingyilang Yin, Junfu Pu, Guangzhi Wang, Kaifeng Li, Mingyu Ouyang, Huiqiang Sun, Lingen Li, Cheng Cheng, Wangbo Yu, Honghao Chen, Xiaodong Cun, Chi-Man Pun, Zhiguo Cao, Ying Shan

    标题:

    GameHorizon Suite: Multi-Horizon Data and Evaluation in Gameplay

    Arxiv:

    http://arxiv.org/abs/2609.25001v1

    摘要:

    Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, and precise action control over multiple temporal horizons. Existing datasets and benchmarks, however, either cover a narrow range of games, lack language instructions, or rely on high-variance online rollouts. To address these challenges, we introduce GameHorizon, a unified data and evaluation suite that measures gameplay capabilities at different horizons for diverse model families. GameHorizon Suite consists of three components. First, GameHorizon-Annotator is a scalable and automated annotation pipeline for multi-horizon instructions. Second, utilizing the pipeline, we construct GameHorizon-Data, the first large-scale AAA gameplay dataset with temporally aligned videos, player actions, and multi-horizon instructions. It comprises 5,000 hours of recordings from 21 games, collected by 100 human expert players. Third, we build GameHorizon-Bench with reproducible offline and stepwise online testing. The offline track enables reproducible evaluation using thousands of standardized questions organized into three primary tasks and a series of diagnostic variants, while the online track tests whether offline scores reflect actual gameplay capabilities and localizes failures to specific steps within long-horizon gameplay. Based on our GameHorizon Suite, we evaluate 47 models through more than one million model invocations, revealing a meaningful hierarchy of task difficulty and pronounced differences in model capabilities. Our work can provide a standardized yardstick for evaluating gameplay capabilities across horizons and model families. We will release our dataset, annotator, and benchmark to facilitate future research.

    15 min

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每个工作日更新,解读 Hugging Face Daily Papers(https://huggingface.co/papers)中得票最高的论文。播客文稿和音频均由 AI 生成。欢迎反馈与建议!邮箱:[email protected]